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86 lines
1.5 KiB
86 lines
1.5 KiB
const OutputShader = {
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name: 'OutputShader',
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uniforms: {
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'tDiffuse': { value: null },
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'toneMappingExposure': { value: 1 }
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},
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vertexShader: /* glsl */`
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precision highp float;
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uniform mat4 modelViewMatrix;
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uniform mat4 projectionMatrix;
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attribute vec3 position;
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attribute vec2 uv;
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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precision highp float;
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uniform sampler2D tDiffuse;
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#include <tonemapping_pars_fragment>
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#include <colorspace_pars_fragment>
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varying vec2 vUv;
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void main() {
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gl_FragColor = texture2D( tDiffuse, vUv );
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// tone mapping
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#ifdef LINEAR_TONE_MAPPING
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gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );
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#elif defined( REINHARD_TONE_MAPPING )
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gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );
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#elif defined( CINEON_TONE_MAPPING )
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gl_FragColor.rgb = OptimizedCineonToneMapping( gl_FragColor.rgb );
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#elif defined( ACES_FILMIC_TONE_MAPPING )
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gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
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#elif defined( AGX_TONE_MAPPING )
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gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );
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#elif defined( NEUTRAL_TONE_MAPPING )
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gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );
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#endif
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// color space
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#ifdef SRGB_TRANSFER
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gl_FragColor = sRGBTransferOETF( gl_FragColor );
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#endif
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}`
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};
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export { OutputShader };
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